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- Welding tool code how has proper comments! Maybe not "proper" but at least I don't lie and say a proc is/does something that it doesn't actually do. - Welders now start full of fuel instead of some random amount between 10-20 - Someone decided it would be a good idea to set the welding tool's 'on/off' var in a ton of attackby() procs. These objects and turfs shouldnt even touch this variable. This is why people have been noticing their welding being on without the sprite or damagetype and amount reflecting that. - - I've removed a bunch of these instances but there are so many objects and turfs spread out through the code, there's no way to know if I've got them all (This is the majority of the files) - - I've created a new proc in welding tools that checks to see if they are turned on or not. "isOn()" - - Since I'm not sure if I've gotten every instance of this force-var-on, I've set the welding tool to update it's icon every process(). I hate adding checks like this to processes but it's necessary for now. - Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use this, don't just change the var. In fact, dont even touch the 'welding' var anymore - Fixes issue 435 While changing the hundreds(literally) of cases of welding tool uses I've - Changed some :'s (object:varorproc) I've come across into .'s (object.varorproc) - Added checks to make sure the welding tool is actually on before using it (some attackby()'s didnt have this. Heck, some checked how much fuel you had, but didn't actually USE the fuel) - Added sanity checks after some do_after()s that were missing them Added traitor uplink items back to erro's stat tracker - Added 'random' with the tag "RN" - Added thermal meson glasses with the tag "TM" - Reorganized uplinks.dm a little by moving the 'random' item generation to its own proc - NOTE: I have absolutely no way to test this on my own, but it should work! I've tested a bunch of construction/deconstructions with the welding tool, but again I've probably missed a few things. If there are any problems, please let me know and I'll fix them asap. Revision: r3741 Author: johnsonmt88
360 lines
10 KiB
Plaintext
360 lines
10 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:33
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var/containment_fail_announced = 0
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/*
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field_generator power level display
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The icon used for the field_generator need to have 'num_power_levels' number of icon states
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named 'Field_Gen +p[num]' where 'num' ranges from 1 to 'num_power_levels'
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The power level is displayed using overlays. The current displayed power level is stored in 'powerlevel'.
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The overlay in use and the powerlevel variable must be kept in sync. A powerlevel equal to 0 means that
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no power level overlay is currently in the overlays list.
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-Aygar
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*/
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#define field_generator_max_power 250
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/obj/machinery/field_generator
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name = "Field Generator"
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desc = "A large thermal battery that projects a high amount of energy when powered."
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icon = 'field_generator.dmi'
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icon_state = "Field_Gen"
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anchored = 0
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density = 1
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use_power = 0
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var/const/num_power_levels = 6 // Total number of power level icon has
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var/Varedit_start = 0
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var/Varpower = 0
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var/active = 0
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var/power = 20 // Current amount of power
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var/state = 0
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var/warming_up = 0
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var/list/obj/machinery/containment_field/fields
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var/list/obj/machinery/field_generator/connected_gens
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var/clean_up = 0
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update_icon()
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overlays = null
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if(!active)
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if(warming_up)
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overlays += "+a[warming_up]"
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if(fields.len)
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overlays += "+on"
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// Power level indicator
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// Scale % power to % num_power_levels and truncate value
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var/level = round(num_power_levels * power / field_generator_max_power)
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// Clamp between 0 and num_power_levels for out of range power values
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level = between(0, level, num_power_levels)
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if(level)
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overlays += "+p[level]"
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return
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New()
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..()
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fields = list()
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connected_gens = list()
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return
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process()
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if(Varedit_start == 1)
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if(active == 0)
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active = 1
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state = 2
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power = field_generator_max_power
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anchored = 1
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warming_up = 3
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start_fields()
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update_icon()
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Varedit_start = 0
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if(src.active == 2)
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calc_power()
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update_icon()
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return
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attack_hand(mob/user as mob)
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if(state == 2)
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if(get_dist(src, user) <= 1)//Need to actually touch the thing to turn it on
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if(src.active >= 1)
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user << "You are unable to turn off the [src.name] once it is online."
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return 1
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else
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user.visible_message("[user.name] turns on the [src.name]", \
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"You turn on the [src.name].", \
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"You hear heavy droning")
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turn_on()
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investigate_log("<font color='green'>activated</font> by [user.key].","singulo")
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src.add_fingerprint(user)
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else
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user << "The [src] needs to be firmly secured to the floor first."
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return
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attackby(obj/item/W, mob/user)
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if(active)
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user << "The [src] needs to be off."
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return
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else if(istype(W, /obj/item/weapon/wrench))
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switch(state)
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if(0)
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state = 1
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] secures [src.name] to the floor.", \
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"You secure the external reinforcing bolts to the floor.", \
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"You hear ratchet")
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src.anchored = 1
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if(1)
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state = 0
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playsound(src.loc, 'Ratchet.ogg', 75, 1)
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user.visible_message("[user.name] unsecures [src.name] reinforcing bolts from the floor.", \
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"You undo the external reinforcing bolts.", \
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"You hear ratchet")
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src.anchored = 0
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if(2)
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user << "\red The [src.name] needs to be unwelded from the floor."
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return
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else if(istype(W, /obj/item/weapon/weldingtool))
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var/obj/item/weapon/weldingtool/WT = W
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switch(state)
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if(0)
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user << "\red The [src.name] needs to be wrenched to the floor."
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return
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if(1)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to weld the [src.name] to the floor.", \
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"You start to weld the [src] to the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 2
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user << "You weld the field generator to the floor."
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else
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return
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if(2)
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if (WT.remove_fuel(0,user))
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playsound(src.loc, 'Welder2.ogg', 50, 1)
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user.visible_message("[user.name] starts to cut the [src.name] free from the floor.", \
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"You start to cut the [src] free from the floor.", \
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"You hear welding")
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if (do_after(user,20))
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if(!src || !WT.isOn()) return
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state = 1
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user << "You cut the [src] free from the floor."
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else
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return
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else
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..()
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return
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emp_act()
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return 0
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blob_act()
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if(active)
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return 0
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else
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..()
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bullet_act(var/obj/item/projectile/Proj)
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if(Proj.flag != "bullet")
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power += Proj.damage
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update_icon()
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return 0
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Del()
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src.cleanup()
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..()
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proc
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turn_off()
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active = 0
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spawn(1)
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src.cleanup()
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update_icon()
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turn_on()
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active = 1
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warming_up = 1
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spawn(1)
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while (warming_up<3 && active)
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sleep(50)
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warming_up++
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update_icon()
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if(warming_up >= 3)
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start_fields()
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update_icon()
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calc_power()
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if(Varpower)
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return 1
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update_icon()
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if(src.power > field_generator_max_power)
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src.power = field_generator_max_power
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var/power_draw = 2
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for (var/obj/machinery/containment_field/F in fields)
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if (isnull(F))
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continue
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power_draw++
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if(draw_power(round(power_draw/2,1)))
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return 1
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else
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for(var/mob/M in viewers(src))
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M.show_message("\red The [src.name] shuts down!")
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turn_off()
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investigate_log("ran out of power and <font color='red'>deactivated</font>","singulo")
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src.power = 0
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return 0
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//This could likely be better, it tends to start loopin if you have a complex generator loop setup. Still works well enough to run the engine fields will likely recode the field gens and fields sometime -Mport
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draw_power(var/draw = 0, var/failsafe = 0, var/obj/machinery/field_generator/G = null, var/obj/machinery/field_generator/last = null)
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if(Varpower)
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return 1
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if((G && G == src) || (failsafe >= 8))//Loopin, set fail
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return 0
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else
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failsafe++
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if(src.power >= draw)//We have enough power
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src.power -= draw
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return 1
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else//Need more power
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draw -= src.power
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src.power = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if(isnull(FG))
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continue
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if(FG == last)//We just asked you
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continue
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if(G)//Another gen is askin for power and we dont have it
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if(FG.draw_power(draw,failsafe,G,src))//Can you take the load
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return 1
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else
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return 0
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else//We are askin another for power
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if(FG.draw_power(draw,failsafe,src,src))
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return 1
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else
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return 0
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start_fields()
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if(!src.state == 2 || !anchored)
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turn_off()
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return
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spawn(1)
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setup_field(1)
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spawn(2)
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setup_field(2)
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spawn(3)
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setup_field(4)
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spawn(4)
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setup_field(8)
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src.active = 2
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setup_field(var/NSEW)
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var/turf/T = src.loc
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var/obj/machinery/field_generator/G
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var/steps = 0
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if(!NSEW)//Make sure its ran right
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return
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for(var/dist = 0, dist <= 9, dist += 1) // checks out to 8 tiles away for another generator
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T = get_step(T, NSEW)
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if(T.density)//We cant shoot a field though this
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return 0
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for(var/atom/A in T.contents)
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if(ismob(A))
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continue
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if(!istype(A,/obj/machinery/field_generator))
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if((istype(A,/obj/machinery/door)||istype(A,/obj/machinery/the_singularitygen))&&(A.density))
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return 0
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steps += 1
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G = locate(/obj/machinery/field_generator) in T
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if(!isnull(G))
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steps -= 1
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if(!G.active)
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return 0
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break
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if(isnull(G))
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return
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T = src.loc
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for(var/dist = 0, dist < steps, dist += 1) // creates each field tile
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var/field_dir = get_dir(T,get_step(G.loc, NSEW))
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T = get_step(T, NSEW)
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if(!locate(/obj/machinery/containment_field) in T)
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var/obj/machinery/containment_field/CF = new/obj/machinery/containment_field()
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CF.set_master(src,G)
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fields += CF
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G.fields += CF
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CF.loc = T
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CF.dir = field_dir
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var/listcheck = 0
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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if(FG == G)
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listcheck = 1
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break
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if(!listcheck)
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connected_gens.Add(G)
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listcheck = 0
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for(var/obj/machinery/field_generator/FG2 in G.connected_gens)
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if (isnull(FG2))
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continue
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if(FG2 == src)
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listcheck = 1
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break
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if(!listcheck)
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G.connected_gens.Add(src)
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cleanup()
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if(!containment_fail_announced)
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containment_fail_announced = 1
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var/obj/item/device/radio/a = new /obj/item/device/radio(null)
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a.config(list("Engineering" = 0))
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a.autosay("\"DANGER! Field failure detected! Immediate response advised!\"", "Singularity Monitoring Computer", "department")
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del(a)
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spawn(6000) //10 minutes.
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containment_fail_announced = 0
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clean_up = 1
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for (var/obj/machinery/containment_field/F in fields)
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if (isnull(F))
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continue
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del(F)
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fields = list()
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for(var/obj/machinery/field_generator/FG in connected_gens)
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if (isnull(FG))
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continue
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FG.connected_gens.Remove(src)
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connected_gens.Remove(FG)
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connected_gens = list()
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clean_up = 0
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//This is here to help fight the "hurr durr, release singulo cos nobody will notice before the
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//singulo eats the evidence". It's not fool-proof but better than nothing.
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//I want to avoid using global variables.
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spawn(1)
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var/temp = 1 //stops spam
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for(var/obj/machinery/singularity/O in world)
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if(O.last_warning && temp)
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if((world.time - O.last_warning) > 50) //to stop message-spam
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temp = 0
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message_admins("A singulo exists and a containment field has failed.",1)
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investigate_log("has <font color='red'>failed</font> whilst a singulo exists.","singulo")
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O.last_warning = world.time
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